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HUGO: Refactor to use Engine debugger
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parent
22d7c1c15e
commit
f1b47670bf
@ -68,7 +68,7 @@ HugoEngine::HugoEngine(OSystem *syst, const HugoGameDescription *gd) : Engine(sy
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DebugMan.addDebugChannel(kDebugObject, "Object", "Object debug level");
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DebugMan.addDebugChannel(kDebugMusic, "Music", "Music debug level");
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_console = new HugoConsole(this);
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setDebugger(new HugoConsole(this));
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_rnd = 0;
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_screen = nullptr;
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@ -149,14 +149,9 @@ HugoEngine::~HugoEngine() {
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delete _text;
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DebugMan.clearAllDebugChannels();
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delete _console;
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delete _rnd;
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}
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GUI::Debugger *HugoEngine::getDebugger() {
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return _console;
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}
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Status &HugoEngine::getGameStatus() {
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return _status;
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}
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@ -239,8 +239,6 @@ public:
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Maze _maze; // Maze control structure
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hugoBoot _boot; // Boot info structure
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GUI::Debugger *getDebugger() override;
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Common::RandomSource *_rnd;
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const char *_episode;
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@ -320,8 +318,6 @@ private:
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static HugoEngine *s_Engine;
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HugoConsole *_console;
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GameType _gameType;
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Common::Platform _platform;
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bool _packedFl;
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@ -286,10 +286,6 @@ void Parser::keyHandler(Common::Event event) {
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if (event.kbd.hasFlags(Common::KBD_CTRL)) {
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switch (nChar) {
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case Common::KEYCODE_d:
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_vm->getDebugger()->attach();
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_vm->getDebugger()->onFrame();
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break;
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case Common::KEYCODE_l:
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_vm->_file->restoreGame(-1);
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break;
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